opengl-es-2.0

What are the differences between OpenGL ES 2.0 and OpenGL ES 3.0

最后都变了- 提交于 2019-12-03 06:36:52
问题 I want to know what is the differences between OpenGL ES 2.0 and OpenGL ES 3.0 . What is the main advantage of OpenGL ES 3.0 ? 回答1: I think it would be best to read section "Version 3.0 and Before -> New Features" on the official specs And it is backward compatible with ES 2.0. 回答2: Straight from Wikipedia: The OpenGL ES 3.0 specification was publicly released in August 2012. OpenGL ES 3.0 is backwards compatible with OpenGL ES 2.0, enabling applications to incrementally add new visual

Android: Understanding OnDrawFrame, FPS and VSync (OpenGL ES 2.0)

巧了我就是萌 提交于 2019-12-03 06:35:33
For a while now I've experienced an intermittent 'stuttering' of the sprites that are in motion within my Android Game. It's a fiarly simple 2D OpenGL ES 2.0 game. (This is an ongoing problem which I have re-visited many times). In my game loop, I have 2 'timers' - one which will log the number of frames in the previous second, and another which counts the time (in Milliseconds) from the end of the current onDrawFrame iteration to the start of the next. This is what I've found: When not rendering anything, I get 60fps (for the most part), and every time onDrawFrame is called, it reports itself

iOS OpenGL ES 2.0: Offscreen render and save the result to an UIImage

早过忘川 提交于 2019-12-03 06:23:28
问题 I'm using OpenGL ES to render some special effects, I don't want to show this to user, I just want to save the result as an UIImage, can anybody please help me? this is the code I'm using, I can get an image which contains the red clear color I use, but no geometry drawing shown. #import "RendererGL.h" #import <GLKit/GLKit.h> #import <UIKit/UIKit.h> #import <OpenGLES/EAGL.h> #import <OpenGLES/EAGLDrawable.h> #import <OpenGLES/ES2/glext.h> #import <QuartzCore/QuartzCore.h> static NSInteger

OpenGL ES 2.0 vs OpenGL 3 - Similarities and Differences

房东的猫 提交于 2019-12-03 06:07:33
From what I've read, it appears that OpenGL ES 2.0 isn't anything like OpenGL 2.1, which is what I assumed from before. What I'm curious to know is whether or not OpenGL 3 is comparable to OpenGL ES 2.0. In other words, given that I'm about to make a game engine for both desktop and Android, are there any differences I should be aware of in particular regarding OpenGL 3.x+ and OpenGL ES 2.0? This can also include OpenGL 4.x versions as well. For example, if I start reading this book, am I wasting my time if I plan to port the engine to Android (using NDK of course ;) )? From what I've read, it

How do I properly update a vertex array in OpenGL Es 2.0?

无人久伴 提交于 2019-12-03 05:56:49
When I update my vertex array on iOS in OpenGL 2.0, the original vertex data is staying on the screen -- ie the 1st flush is persistent (the initial set of points I sent down to the GPU gets rendered every frame), but the 2nd, 3rd, 4th, .. nth flushes all seem to overwrite the same memory. So I'm doing: vector<VertexType> rawDynamicData ; glGenVertexArraysOES( 1, &va ) ; CHECK_GL ; glBindVertexArrayOES( va ) ; CHECK_GL ; glGenBuffers( 1, &vb ) ; CHECK_GL ; glBindBuffer( GL_ARRAY_BUFFER, vb ) ; CHECK_GL ; glBufferData( glBufferData( GL_ARRAY_BUFFER, //Specifies the target buffer object.

Implementing GLSurfaceView.Renderer Issues

做~自己de王妃 提交于 2019-12-03 05:17:40
Code derived from the tutorial I am beginning some OpenGL-ES 2.0 for the Android system. I took the following code from: http://developer.android.com/training/graphics/opengl/environment.html#renderer public class MyRenderer implements GLSurfaceView.Renderer { public void onSurfaceCreated(GL10 unused, EGLConfig config) { GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); } public void onDrawFrame(GL10 unused) { GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); } } I am receiving the following error

Draw a 2D Image using OpenGL ES 2.0

帅比萌擦擦* 提交于 2019-12-03 04:17:51
问题 I've been struggling to draw a 2D image from jpg/png files using openGL ES 2.0 for Android. Everywhere I look the tutorials are for texturing 3D images so its been rough figuring out how to draw a regular 2D Sprite. I got a square to draw and rotate but once it came to texturing I must have messed up somewhere because I keep getting an error saying DrawElements isn't bound to any data but if I comment out any code to do with texturing it works fine. Any help would be greatly appreciated. Here

How do you apply light sources using OpenGL ES 2.0?

人盡茶涼 提交于 2019-12-03 04:01:43
I am trying to find any tutorial or sample code which explains and shows the usage of lights in OpenGL ES 2.0. Most of the material I have seen online refers to Opengl ES 1.1. Can anyone provide any links or documentation on how to do lighting in OpenGL ES 2.0? The difficulty with OpenGL ES 2.0 is that since you can write your own shaders pretty much how you want, there's no one set way to provide lighting to an object. It will depend on how you want to present your content. That said, you can replicate OpenGL ES 1.1's fixed function lighting capabilties by doing something like providing a

How to efficiently copy depth buffer to texture on OpenGL ES

南楼画角 提交于 2019-12-03 03:51:44
I'm trying to get some shadowing effects to work in OpenGL ES 2.0 on iOS by porting some code from standard GL. Part of the sample involves copying the depth buffer to a texture: glBindTexture(GL_TEXTURE_2D, g_uiDepthBuffer); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, 800, 600, 0); However, it appears the glCopyTexImage2D is not supported on ES. Reading a related thread , it seems I can use the frame buffer and fragment shaders to extract the depth data. So I'm trying to write the depth component to the color buffer, then copying it: // clear everything glClear(GL_COLOR

Creating blur filter with a shader - access adjacent pixels from fragment shader?

孤人 提交于 2019-12-03 03:43:13
I want to create a blur effect using a fragment shader in OpenGL ES 2.0. The algorithm I am interested in is simply an averaging blur - add all adjacent pixels to myself and divide by 9 to normalize. However I have 2 issues: 1) does this require me to first render to a framebuffer, then switch rendering targets? Or is there an easier way 2) assume I bind my "source" image to blur as texture 0, and I'm outputting my blurred texture. How do I access the pixels that aren't the one I'm current dealing with. The vert shader has invoked me for pixel i, but I need to access the pixels around me. How?